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    Did something went wrong with UnrealLightmass and/or static shadowing?

    Before baking :


    After baking :


    EDIT : Fixed the issue after disabling virtual texturing
    Last edited by Ley0k; 05-16-2020, 09:01 PM.

    Comment


      I can't say what sort of problems with the editor doing this might cause, but one way to get around the compile error due to TraceServices/SessionService.h is to first comment out the line which includes it at the top of UnrealInsightsCLI.cpp, and then further down also comment out most of the function 'Command_ReportFromConnection' and just have it return 0.

      After that, my full solution build succeeds with no errors.

      Comment


        datamith creates bad uvs
        datasmith 4.25
        exporter 3ds max 4.25

        too much space between uvs and lot of unused space

        ‚Äč

        Comment


          Why is change landscape component size tool gone?

          Comment


            Originally posted by Slavq View Post
            Spline Meshes don't have collision in Packaged game when it's spawned or altered at runtime.
            I already reported this for 4.24 - it was working properly in 4.23, so it was 4.24 that introduced this bug. The issue is still here, in 4.25. More info:
            https://forums.unrealengine.com/deve...from-a-c-class

            Please fix this.
            Update: I've reported this bug, now you can track & vote for it here:
            https://issues.unrealengine.com/issue/UE-93234

            Comment


              no but seriously how can raytracing be production ready without light transmission? should I assume it is coming up soon or should I go back to primarily raster?

              Comment


                Originally posted by Ley0k View Post
                Did something went wrong with UnrealLightmass and/or static shadowing?

                Before baking :


                After baking :


                EDIT : Fixed the issue after disabling virtual texturing
                You might want to report this bug, using official bug report system.

                Comment


                  I reported this a while back but wanted to check if anyone else using Visual Studio 2019 with c++ projects is encountering an Intellisense issue with there components? If you have resolved this please share solution

                  Comment


                    Originally posted by Ley0k View Post
                    Did something went wrong with UnrealLightmass and/or static shadowing?

                    Before baking :


                    After baking :


                    EDIT : Fixed the issue after disabling virtual texturing
                    Yes, currently (4.25) virtual texture lightmaps are broken. If you revert to the old method for lightmaps baking works again and your shadows will be there as before

                    Comment


                      When you have the IggyScrotch Phoenix mesh in your level, you likely get this error message when upgrading to 4.25.

                      Code:
                      [2020.05.19-14.10.48:464][ 0]LogWindows: Error: === Critical error: ===
                      [2020.05.19-14.10.48:464][ 0]LogWindows: Error:
                      [2020.05.19-14.10.48:464][ 0]LogWindows: Error: Assertion failed: !Obj->HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad|RF_ClassDefaultObject) || bIsOwnedByCDOOrArchetype [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 2396]
                      [2020.05.19-14.10.48:464][ 0]LogWindows: Error: Attempting to replace an object that hasn't been fully loaded: ClothConfigNv /Game/Paragon/Characters/Heroes/IggyScorch/Skins/Phoenix/Meshes/IggyScorch_Phoenix.IggyScorch_Phoenix:Pyro_Phoenix_APEX.ClothConfigNv (Outer=ClothingAssetCommon /Game/Paragon/Characters/Heroes/IggyScorch/Skins/Phoenix/Meshes/IggyScorch_Phoenix.IggyScorch_Phoenix:Pyro_Phoenix_APEX, Flags=0x002c3008)
                      [2020.05.19-14.10.48:464][ 0]LogWindows: Error:
                      Removing the Apex mesh data fixes this critical error.
                      [LEGENDS of EPICA Now on Steam] [Twitter] - [Discord]

                      Comment


                        Originally posted by unit23 View Post
                        When you have the IggyScrotch Phoenix mesh in your level, you likely get this error message when upgrading to 4.25.

                        Code:
                        [2020.05.19-14.10.48:464][ 0]LogWindows: Error: === Critical error: ===
                        [2020.05.19-14.10.48:464][ 0]LogWindows: Error:
                        [2020.05.19-14.10.48:464][ 0]LogWindows: Error: Assertion failed: !Obj->HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad|RF_ClassDefaultObject) || bIsOwnedByCDOOrArchetype [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 2396]
                        [2020.05.19-14.10.48:464][ 0]LogWindows: Error: Attempting to replace an object that hasn't been fully loaded: ClothConfigNv /Game/Paragon/Characters/Heroes/IggyScorch/Skins/Phoenix/Meshes/IggyScorch_Phoenix.IggyScorch_Phoenix:Pyro_Phoenix_APEX.ClothConfigNv (Outer=ClothingAssetCommon /Game/Paragon/Characters/Heroes/IggyScorch/Skins/Phoenix/Meshes/IggyScorch_Phoenix.IggyScorch_Phoenix:Pyro_Phoenix_APEX, Flags=0x002c3008)
                        [2020.05.19-14.10.48:464][ 0]LogWindows: Error:
                        Removing the Apex mesh data fixes this critical error.
                        That one is fixed in the coming hotfix: https://issues.unrealengine.com/issue/UE-92624

                        Comment


                          Originally posted by Anton.Palmqvist View Post

                          That one is fixed in the coming hotfix: https://issues.unrealengine.com/issue/UE-92624
                          Thanks Anton, applied the commit, there were similar errors popping up, this helped me a lot.




                          Imho, this array error shouldn't be commenced, since it is not active.

                          Click image for larger version

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                          [LEGENDS of EPICA Now on Steam] [Twitter] - [Discord]

                          Comment


                            The Datasmith export still was not support 3ds max 2021. what's the problem? did the EPIC guy forget it?

                            Comment


                              Originally posted by m.dogan View Post
                              Hi everyone,

                              In mobile,
                              1. in IOS remote development it gives dll missing error.
                              Code:
                              UATHelper: Packaging (iOS): ERROR: Precompiled rules assembly '/Users/user/Library/Application Support/Epic/UnrealEngine/4.25/Intermediate/Build/BuildRules/UE4Rules.dll' does not exist.
                              PackagingResults: Error: Precompiled rules assembly '/Users/user/Library/Application Support/Epic/UnrealEngine/4.25/Intermediate/Build/BuildRules/UE4Rules.dll' does not exist.
                              2. In mobile preview (editor and mobile preview), render target materials not clear the background. When I change the preview rendering model to shader model 5, it works well. I haven't tested in mobile yet because it doesn't compile because of missing dll error.

                              3. When you activate auto mesh instance, in editor (IOS preview is active), all static meshes disappears. I looks fine in mobile preview.
                              I have the Exact same problem
                              Code:
                               [Remote] Executing build
                              Found mono via known Mono.framework path
                              Running system mono/msbuild, version: Mono JIT compiler version 5.16.0.221 (2018-06/b63e5378e38 Mon Nov 19 18:08:09 EST 2018)
                              Running command : Engine/Binaries/DotNET/UnrealBuildTool.exe BomberCar3D IOS Development -SkipRulesCompile -XmlConfigCache=/Users/innerchild/UE4/Builds/GOGOAKMAN/C/Users/andre/AppData/Local/UnrealEngine/XmlConfigCache-D+Program_Files+Epic_Games+UE_4.25.bin -remoteini=/Users/innerchild/UE4/Builds/GOGOAKMAN/D/Projects/Mobile/BomberCar3D -Project=/Users/innerchild/UE4/Builds/GOGOAKMAN/D/Projects/Mobile/BomberCar3D/BomberCar3D.uproject -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -Log=/Users/innerchild/UE4/Builds/GOGOAKMAN/C/Users/andre/AppData/Roaming/Unreal_Engine/AutomationTool/Logs/D+Program+Files+Epic+Games+UE_4.25/UBT-BomberCar3D-IOS-Development_Remote.txt -Manifest=/Users/innerchild/UE4/Builds/GOGOAKMAN/D/Projects/Mobile/BomberCar3D/Intermediate/Remote/BomberCar3D/IOS/Development/Manifest.xml -CreateStub -NoUBTMakefiles -ImportProvision=/Users/innerchild/UE4/Builds/GOGOAKMAN/D/Projects/Mobile/BomberCar3D/Intermediate/Remote/BomberCar3D/IOS/Development/IOsProvisionUe4Develop.mobileprovision -ImportCertificate=/Users/innerchild/UE4/Builds/GOGOAKMAN/D/Projects/Mobile/BomberCar3D/Intermediate/Remote/BomberCar3D/IOS/Development/Certificate.p12 -ImportCertificatePassword=A
                              ERROR: Precompiled rules assembly '/Users/innerchild/Library/Application Support/Epic/UnrealEngine/4.25/Intermediate/Build/BuildRules/UE4Rules.dll' does not exist.
                              [Remote] Downloading C:\Users\andre\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_4.25\UBT-BomberCar3D-IOS-Development_Remote.txt
                              Total execution time: 1732.24 seconds
                              Took 1732.3734287s to run UnrealBuildTool.exe, ExitCode=8
                              UnrealBuildTool failed. See log for more details. (C:\Users\andre\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_4.25\UBT-BomberCar3D-IOS-Development.txt)
                              AutomationTool exiting with ExitCode=8 (8)
                              BUILD FAILED

                              Comment


                                4.25 is a tragedy. so much is broken that worked before and the new features don't work. GREAT RELEASE!!!!!
                                Matt Walton: Programmer and owner of WireLiteSoft Games.

                                [Streaming Terrains][WireLiteSoft.us]

                                Comment

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